In Swarm mode, the Ridden team starts with a set amount of Mutation Points and are granted additional Mutation Points each round. Mutation Points are used to upgrade the Commons or the three classes of (playable) Mutation Ridden. Upgrades are shared across the whole team; i.e. if only one player is upgrading the Tallboy variants, any Ridden player on that team who is using any Tallboy-type Ridden gets those upgrades. Upgrades remain in effect for the entire match; upgrades purchased in the first round continue to apply in rounds two and, if necessary, three.
In Round 1, the Ridden team starts with 300 Mutation Points, on Round 2 with 500 points, and lastly Round 3 with 800 points. Players should strategize which upgrades are needed to maximize the best team effects possible.
| Defense 1 | Health | Increase the Health of all Tallboy variants by 15% of base Health | 50 |
| Defense 2 | Regen | Tallboy variants regenerate an additional 15 Health per second | 100 |
| Defense 3 | Health+ | Increase the Health of all Tallboy variants by 30% of base Health | 200 |
| Defense 4 | Armor | Tallboy variants gain armor covering their weakspots | 400 |
| Offense 1 | Damage | Increase the damage of all Tallboy variants by 15% | 50 |
| Offense 2 | Trauma | Increase the Trauma damage all Tallboy variants deal by 100% | 100 |
| Offense 3 | Damage+ | Increase the damage of all Tallboy variants by 30% | 200 |
| Offense 4 | Attack Speed | Dealing damage to a Cleaner increases the attack speed of your next Overhead Slam by 50% | 400 |
| Utility 1 | Stun Resistance | Tallboy variants cannot be stunned for longer than 2.5 seconds | 50 |
| Utility 2 | Stamina Drain | Overhead Smash also drains 25 Stamina from a Cleaner when it hits | 100 |
| Utility 3 | Burst Bonus | While using Burst, Tallboy variants take 25% less damage and attacks made while using Burst deal 25% increased damage | 200 |
| Utility 4 | Fear Aura | Tallboy variants reduce the damage of nearby Cleaners by 20% | 400 |
| Defense 1 | Lifesteal | Dealing damage to a Cleaner heals the Stinger for 10 Health | 50 |
| Defense 2 | Ramping Health | Dealing damage increases your max Health by 3 until you die (stacks up to 20 times) | 100 |
| Defense 3 | Leap Defense | Leap increases your Damage Resistance by 40% for 4 seconds | 200 |
| Defense 4 | Health and Armor | Gain Armor covering weakspots, + 50% Health | 400 |
| Offense 1 | Execute | Deal 2 bonus damage to Cleaners below 50% health | 50 |
| Offense 2 | Ramping Damage | Dealing damage increases your Damage by 3% until you die (stacks up to 20 times) | 100 |
| Offense 3 | Recovery | Exhausted duration reduced by 2 seconds and Urchin Mines have significantly more health | 200 |
| Offense 4 | Sneak Attack | Every 4 seconds, your next attack is empowered and deals 100% more damage | 400 |
| Utility 1 | Mobility | Reduces the Move Speed penalty while attacking or charging an attack for all Stinger variants | 50 |
| Utility 2 | Ability Improvements | Stinger shots blind, Stalker Pounce bleeds, Urchin Mines puddles damage, and Hocker Harpoon amplifies damage | 100 |
| Utility 3 | Improved Slow | Significantly increases the Cleaner Move Speed reduction and effect durations of all slow effects applied by Stinger | 200 |
| Utility 4 | Kill Frenzy | All Stingers go into a frenzy and ignore Exhaustion for 5 seconds when a Cleaner is incapacitated or killed | 400 |
| Defense 1 | Temporary Defense | Spawn with 20% Damage Resistance, losing 1% each time you take damage | 50 |
| Defense 2 | Regenerating Charge | Regenerate 50 Health per second while Charging | 100 |
| Defense 3 | Temporary Defense+ | Spawn with 40% Damage Resistance, losing 1% each time you take damage | 200 |
| Defense 4 | Permanent Defense | Damage Resistance stacks are no longer removed when you take damage | 400 |
| Offense 1 | Pus Charge | Charge deals 10 damage and applies Pus-Covered | 50 |
| Offense 2 | Pus Damage | Pus-Covered deals 2 damage per second | 100 |
| Offense 3 | Damage | + 35% Damage | 200 |
| Offense 4 | Ability Improvements | Significant Vomit Cooldown Reduction, increased Frenzy Attack Speed per hit, Explosion blinds Cleaners | 400 |
| Utility 1 | Mobility | Move Speed penalties from attacking are reduced 15% | 50 |
| Utility 2 | Pus Slow | Pus-Covered reduces Move Speed by an additional 15% | 100 |
| Utility 3 | Anti-Healing | Pus-Covered also reduces healing received by 50% | 200 |
| Utility 4 | Pus Handling Slow | Pus-Covered also reduces Use Speed, Reload Speed, and Swap Speed by 35% | 400 |
| Horde 1 | Walkers | Increase the number of Common Walkers in the available spawn pool | 75 |
| Horde 2 | Joggers | Increase the number of Common Joggers in the available spawn pool | 150 |
| Horde 3 | Runners | Increase the number of Common Runners in the available spawn pool | 250 |
| Horde 4 | Sprinters | Increase the number of Common Sprinters in the available spawn pool | 375 |
| Power 1 | Ferocious | Increase Health of all Commons by 25% of base and damage of all Commons by 30% of base | 75 |
| Power 2 | Infected Wounds | Hits from Common Ridden reduce healing received by 2% for 20 seconds (stacks up to 40%) | 150 |
| Power 3 | Improved Slow | Hits from Commons slow Cleaners by an additional 20% | 250 |
| Power 4 | Monstrous | Further increase Health of all Commons to 50% of base and damage to all Commons to 60% of base | 375 |
| Evolution 1 | Armored | Add Armored Common Walkers into the available spawn pool | 75 |
| Evolution 2 | Charred | Commons have a chance to spawn Charred, causing them to be immune to fire damage and deal fire damage in a radius around them | 150 |
| Evolution 3 | Blighted | Commons have a chance to explode into a pool of acid on death | 250 |
| Evolution 4 | Festering | Festering Common attacks cause a stacking loss of Stamina and Healing Efficiency | 375 |